well this is one of the first assets I'm making I guess I'm kinda going for aged simi destroyed but not too badly....I want more aged than destroyed. Since I posted this I have made some hairline fractures in the steps but I'm at a loss what to do for the outer pieces. I guess just make sure everything is equally destroyed.
i think you need to think about the materials a little, is the carving done onto stone,wood? is it framed in wood? are animals gold?
imo i would add faded paint to the engravings on the tablets and a couple of big but thin fractures across them + chipping round edge. for the steps id say you are going for an imperial straight edge almost perfect look + chips. but you could also go for a more worn down by use look by smoothing the edges and bowing them in the middle as if worn down and polished by innumerable foot steps.
might be worth offseting the seam running up the steps by half every odd step, to break up that linear line and make it more dynamic.
Sad face I wish I would have read this just an hour earlier. lol I'm dumb, my god thats perfect.
this was worked on prior to reading this.
thank you so much paintforge!
I'm really excited to possibally going backward a save or two and take up your suggestion.
@ njc6425: no problem My process for this has been pretty scattered to be honest.
I took a look at what I wanted to create and for me hard surface models are really hard to create in Z Brush. Also I am fairly good at sculpting but I am much better at bump maps and photoshop tbh.
Thats exactly what I did.
I spent a day or so and I painstakingly made these bmp maps
start
fin
btw I made a custom brush for the clouds.
From there I masked the area inside of Z Brush and used Inflate mulitple times which gave me the Direction I wanted but it was far from perfect. I went in and worked on the medium detail shapes on a lower sub d level
after that I used Claytubes and the defalt brush and I started chipping away to add a aged look.
I made some crack alfa's
It's still a WIP for sure but I'm feeling fairly good the direction I'm going.
You made those bump maps from scratch? far out man, good job looks great. Yeh ive been stuggling lately modelling and texturing in maya, i can do it and everything but i feel more comfortable inside zbrush than maya but im not too sure about hard surface modelling inside of it. might give it a try
I think I hate my final presentation for this. I mean it's just Z brush renders. but the saturation feels too high. Aside from the part that I hate the renders I feel pretty good about the model.
I know these aren't the best views but the render settings are pretty high and I don't want to get every angle. maybe I'll save that for my next post.
@TheRealFroman I total agree @Scruples Thanks man I appreciate that
Holy crap after going back to this asset I saw how bad it was lol.
I liked the Way Ddo makes the maps in a presentation for you I thought that was pretty slick so I mimicked it
Marmoset Renders
All of the maps have been redone from the nrms to the diffuse to the spec at a higher res.
Replies
imo i would add faded paint to the engravings on the tablets and a couple of big but thin fractures across them + chipping round edge. for the steps id say you are going for an imperial straight edge almost perfect look + chips. but you could also go for a more worn down by use look by smoothing the edges and bowing them in the middle as if worn down and polished by innumerable foot steps.
might be worth offseting the seam running up the steps by half every odd step, to break up that linear line and make it more dynamic.
this was worked on prior to reading this.
thank you so much paintforge!
I'm really excited to possibally going backward a save or two and take up your suggestion.
I took a look at what I wanted to create and for me hard surface models are really hard to create in Z Brush. Also I am fairly good at sculpting but I am much better at bump maps and photoshop tbh.
Thats exactly what I did.
I spent a day or so and I painstakingly made these bmp maps
start
fin
btw I made a custom brush for the clouds.
From there I masked the area inside of Z Brush and used Inflate mulitple times which gave me the Direction I wanted but it was far from perfect. I went in and worked on the medium detail shapes on a lower sub d level
after that I used Claytubes and the defalt brush and I started chipping away to add a aged look.
I made some crack alfa's
It's still a WIP for sure but I'm feeling fairly good the direction I'm going.
I know these aren't the best views but the render settings are pretty high and I don't want to get every angle. maybe I'll save that for my next post.
HighPoly Render from Z Brush
@Scruples Thanks man I appreciate that
Holy crap after going back to this asset I saw how bad it was lol.
I liked the Way Ddo makes the maps in a presentation for you I thought that was pretty slick so I mimicked it
Marmoset Renders
All of the maps have been redone from the nrms to the diffuse to the spec at a higher res.